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StarForge is a game about gathering resources, building bases, crafting, and surviving on an alien planet. Earth's star is dying and humanity transferred as much technology and resources as possible and left on a one way mission to populate another planet.
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Lo que dicen los desarrolladores:

“We are working really hard on StarForge and we hope everyone enjoys playing the game. We will continue to post regular updates to the game throughout the Alpha, Beta, and Full release periods. By backing us you'll help aid in the development of StarForge and make it the best game it can be. Please also let us know what you want to see in the game on our community hub.”
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Actualizaciones recientes Ver todos (16)

Week @ Code}{atch

19 abril 2014

Hey guys,



This one's coming at ya a little later then usual (thanks to typepad's site being mysteriously down Thursday and Friday afternoon), but we promise to have another post delivering some news and developments of the week.



There's been some interesting additions and changes to the game recently (as seen by the zero suit, last week), so we'll be continuing the trend and moving forward with that.

Things that have been worked on this week include:

- Added new drill sounds, drill-refactoring and consolidated drill effects - A system was created for applying status effects to players.

- Doors are now functional, and some come with keypads, yay!

- Damage Regions are being worked on this week as well.

- Throwables are now holdable ahead of being thrown

So, let's discuss!

In the next update, the drill should be functioning a lot smoother and be a bit more nuanced, helping to provide immersion through a bevy of updated sound effects while drilling through the terrain. Also, one small but noticable change is that throwables such as the glow-stick or frag grenade, now appear in the player's hand when selected; as opposed to the old system of being thrown out immediately upon hitting the assigned hot-key.

Glowsticks, everywhere!



There are also new damage regions being developed as well. So in the next update there will be health regions for different parts of the body, and when depleted will affect the player differently. For example, if the health bar on the legs is gone, the player is crippled and slowed drastically, if the health bar on the head is at zero...well, we can all infer what that would mean :/

A few major bugs were cleaned up and fixed over the weekend, and some back-end changes were made to help polish out some of the systems brought in after the latest update. All in all, a fairly productive week here at Code}{atch, thanks for reading and happy Easter!

-- Will

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Tech Feature 007: Events

17 abril 2014

Programming using events allows for communication between many different components across the program. So as an example, if a player dies or car explodes an event is fired, and the program receives the event and decides what it should do from there, going forward. Programming with events creates great expandability for the future by allowing other components to hook into existing events. The ability to hook into events opens the doors to all kinds of great things such as easy networking and even modding. There are two ways to program events; the temporary way and the inheriting way. Both have their advantages and disadvantages.

First, we’ll discuss what a temporary event is, temporary events are used when a programmer commands "send an event called [this with these parameters]" and then somewhere else going "listen for an event called [this with these parameters]' but if you want to send it in a second place and have that listener handle it properly you have to make that exact call again or things will break horribly. It leads to too much maintenance work when an event needs to be changed if it's used all over. An example of an oft-used event would be the PlayerMoveEvent that's listened to by practically everything in the game. If you wanted to change one of its parameters and it was a temporary event you would have to rewrite every single one of those listeners. So in short, Temporary Events are a quick and easy way to program an event into the game, but aren’t very efficient and provide way too much overhead in the general maintenance of the software. This is where Inherited Events come in.

With an inherited event you just have to change the event class and everything else will get the things they need from it. Inherited events require a class to be created and inherited from a base class. To listen to the inherited events you need to use a type. It is a much nicer way to program with events but requires a little more work. It's also the only way events are networked. Inherited events are defined once in a class file and unless someone changes that class file the event called ‘DoThisThingEvent’ will always have the same parameters and will process them the same way. With events that are defined as a type I can just send a ‘DoThisThingEvent’ and it won't let me send it without the parameters that the listeners expect. So while it takes a lot more work initially from the programmer to set up, as he has to write a new class for each event, it does make reusing and maintenance a lot less hairy and that means a much lower probability of generating bugs, and a much more optimized gaming experience for the end user. Take the image below, being able to pull off that scene in the game using only temporary events would mean piles of more code, and each listener (the turret listeners, the terrain listeners, etc) having to be painstakingly rewritten specifically for what could be going on. That's not memory efficient at all, so thankfully, inherited events cut all that away all things to proceed smoothly.



That's a lot of events going off!




Thanks for reading, and I hope it helped shed some light on the development process for you all!

-- Stephen "Hatchling" Smolley

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"I’ve already played around with its insanely ambitious world-building and baddy-blasting, and I had seen that it was full of promise." -Rock Paper Shotgun
"I've played the game for a bit, and I must say: I am very excited for the future of StarForge." -Destructoid
"It’s remarkably ambitious, but the terrain manipulation already looks fantastic and outer space is gorgeous. This thing has “potential” scrawled all over it." -PC Gamer

Alpha Access

Alpha-access – Be among the first to play StarForge, and help develop the game by providing valuable feedback.


Beta-access & Full Game – Play the StarForge Beta as soon as it is released, in addition to the Steam release of the completed game.

Digital Deluxe Edition


The Digital Deluxe Edition includes Alpha, Beta and Full Game access, as well as the following:

  • Digital Soundtrack* – Enjoy the fully original StarForge soundtrack in high quality digital format.
  • Digital Survival Guide* – Find tips on how to survive the new planet with a comprehensive guide.
  • Digital Concept Art Book* – Enjoy all the concept art that goes into the making of StarForge in high resolution.
  • Exclusive Digital Wallpaper Pack* - Get a bundle of exclusive StarForge high res desktop wallpapers.
* These items will only be available in English and will be distributed digitally upon full release of StarForge.

Join the Founders Club


Get Two Copies of the Game. Get Alpha, Beta, and Full Game access for both your copy and a gift copy you can give to a friend. Each copy has full Founders Club Perks.
  • Founders Club Online Badge*
  • Get all the Digital Deluxe Edition perks* - Digital Soundtrack, Digital Survival Guide, Digital Concept Art Book, Exclusive Digital Wallpaper Pack.
  • Exclusive In-Game Founders Perks* - Enjoy a Unique In-Game Space Helmet, and receive an alternate version of the Axe, Pick-Axe, Pistol, and Winch Gun with unique Founders Skins.
  • Get a Unique Space Station 3D Tileset* - Perfect for building your orbital empire.
  • Instantly get 2 exclusive 3D Tilesets to play with In your game today - "Tree Fort" & "Autumn Leaves" and hide your fort in a shrub - like a true woodsman.
  • Know you helped support StarForge in a major way.
  • Choose to have your name listed in the Founders Club section of the in-game credits**
* These items will only be available in English and will be distributed digitally throughout the development of StarForge and upon full release.
** Name listing will be an automated system introduced before the full release of the StarForge. You will be able to opt into it in-game.

Acerca del juego

StarForge is a game about gathering resources, building bases, crafting, and surviving on an alien planet. Earth's star is dying and humanity transferred as much technology and resources as possible and left on a one way mission to populate another planet. It borrows elements from the Survival, FPS, RTS, RPG, Voxel Builder, and Physics Sandbox genres.

Key Features in the StarForge Alpha:


Procedural Infinite Voxel Terrain - There are no set boundaries in StarForge; the planet will procedurally generate each time you start a new game. The terrain supports plains, mountains, deserts, mountains, caves, overhangs, rocks, and much more. The world is infinite, meaning you will be able to run in a single direction for as long as your computer can support it.

Underground/Surface/Space Gameplay - Build a tower that ascends into the clouds, through the atmosphere, then into space, and do this in real-time with no loading screens. Build orbital stations, then jump down and fall back to the surface and start digging down to the core of the planet. Mine the different ores and minerals found underground.

Dynamic RPG like World - Enjoy dynamic weather patterns, a 24 day and night cycle, and a real time atmosphere. Creatures will also have different behaviors at different times of the day.

Loot and Survive - Before the humans landed countless weapons and armor were sent to Atlas. You will find loot chests littered throughout the land, you will need their contents to survive.

Vehicle Gameplay - Hop on board a 4 wheeled all terrain vehicle with a friend and traverse the world. Or jump into a hovercraft for speedy terrain movement.

Procedural Weapons - StarForge features procedural weapons. This adds a large variety to the weapons you find in the game.

Procedural 3D Tileset - Build anything you want with our unique 3D Tilesets. You can create cities, towns, villages, bridges, forts, and much more. It is also fully destructible! Ramps and stairs are also included.

Physics Sandbox - We are designing the world to be fully dynamic. This currently includes chopping down trees, turrets, and enemies.

Physics Movement - Our movement model is designed closely around the real bio mechanics of biped locomotion; The result is a more human look and feel, and a character that is equipped to intelligently react to dangers far beyond what conventional movement code was designed to handle. It also features a full body IK system.

Resources and Economy - There will be many different resources in StarForge. However, the player can only hold so much at a time. When the player can no longer hold what he mined, he will have to build containers to store them into. This makes resources tangible and gives you the ability to steal other players resources.

Multiplayer & SinglePlayer - We have both modes playable in the game.

Survival - In this mode you are tasked with surviving on the planet. You will encounter enemies, find new blueprints, gather weapons, build a base, and so much more.

Fort Defense - If you're feeling friendlier, you can co-op with your friends in Fort Defense, where you protect your vat from wave after wave of ravenous alien creatures.

Coming Soon (in Development)


Dynamic Building Support - Each material will soon have its own defense and weight settings as well. If you do not build appropriately, then your building will collapse.

Fort Wars - If your the competitive type, you'll feel at home in Fort Wars, a game mode where two teams duke it out in their quest to destroy the opposing team's bases.

RPG Survival - Enjoy emergent gameplay where you land on the planet, meet other players, build villages, and go to war. It's your world and you can do whatever you want in it.

Customizable Characters - We plan on allowing you to armor your character and change his or her appearance.

More Vehicles, Enemies, Weapons, Blocks, Furniture, Fences, etc. - We are constantly developing new content. So you can decorate your house, make your fort tough, and enjoy a variety of new experiences.

Requisitos del sistema

    Minimum:
    • OS:Windows XP Service Pack 3, Windows Vista,7,8 (64 bit only)
    • Processor:Intel Dual-Core 2.4 GHz or 2.7 GHz AMD Athlon 64X2
    • Memory:4 GB RAM
    • Graphics:NVIDIA GeForce 8800GT or AMD Radeon HD 3830 or Intel HD Graphics 4000 with 512 MB VRAM
    • DirectX®:9.0c
    • Hard Drive:900 MB HD space
    • Sound:DirectX®-compatible
    Recommended:
    • OS:Windows 7,8 (64 bit only)
    • Processor:Quad core CPU: AMD Phenom II X2 565, Intel Core i5-750
    • Memory:4 GB RAM
    • Graphics:NVIDIA GeForce GTX 560 or AMD Radeon HD 7750 with 1 GB VRAM or better
    • DirectX®:11
    • Hard Drive:2 GB HD space
    • Sound:DirectX®-compatible
    • Other Requirements:Broadband Internet connection
Análisis útiles de usuarios
A 14 de 15 personas (93%) les ha sido útil este análisis
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el juego está en una fase de desarrollo muy básica, aun no está ni en Alpha, sin embargo lo que ofrece de momento es muy interesante, es una forma un tanto rudimentaria de mostrar lo que hará en el futuro.

Terreno infinito (un planeta entero), vehiculos, crafteo, planos, armas generadas automáticamente/infinitas(tipo borderlands), construcción sin limites, desde una profunda mina hasta el espacio exterior, multiples materiales para recoger y construir.

Tiene varios bugs de código, es ligeramente inestable aún (enero 2013)

Las actualizaciones son poquisimas y lentas, pero cada una aporta grandes mejoras al juego. El equipo de desarrolladores es pequeño y por ello la evolución del juego es lenta. Requiere un equipo potente para moverlo fluidamente.

Si te preguntas, lo compro y que hago? bueno, pues las cosas que se hacen de forma más común en el juego:
- Talar árboles con motosierra (cortarlos y esperar a que caigan derribados al suelo y después trozearlos para recolectar madera; creo que es la forma de craftear madera más realista que existe)

-Excavar profundas minas. La profundidad de tu mina la decides tu, desde la actualizacion 0.5 el terreno es infinito; El juego ya cuenta con múltiples sistemas de cuevas y galerías subterráneas, aunque tu puedes empezar a cavar hacia abajo donde quieras. Para ello cuentas con una taladradora/perforadora que tiene dos modos de cavar: modo1: cavar piedra a piedra; modo2: perforadora de mundos, en función a tu nivel de habilidades/skill la perforadora irá ganando un extra de longitud en este segundo modo, llegando a tener este segundo modo de perforar una perforadora retractil(se dispara y se vuelve a recoger) de casi 20 o 30 metros de largo que hará un profundo tunel en 2 segundos...
En las minas de momento hay roca, arena, polvo, tierra, metal y aceite aunque hay que cavar muy muuuuy hondo para encontrar estos dos últimos sobre todo el aceite, casi tan codiciado como el diamante en minecraft.

-Construir: Construcción heredada de minecraft. Cubos de diferentes materiales que podrás fabricar a partir de los materiales que recojas. En un futuro las construcciones tendrán físicas, es decir, si construyes una plataforma sobre 4 columnas/patas/pilares y destruyes 2 columnas, todo el edificio se vendría abajo (aun no está implementado, pero lo hará)

-Buscar armas y planos: cada cierto tiempo caen cerca de donde te encuentres cofres con un contenido aleatorio que puede ser un arma generada aleatoriamente o un plano de construcción (con datos de nuevos bloques, escaleras, herramientas, torretas, vehiculos, generadores de energía, focos de luz,..... aun hay solo estos, pero habrá mas en el futuro)
....
Publicado: 28 enero 2014
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A 8 de 11 personas (73%) les ha sido útil este análisis
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El concepto de un juego estilo "Starship Troopers" con elementos de construcción al estilo Minecraft suena muy bien, sin embargo en ejecución es algo muy dificil.
Los graficos del juego estan bien hechos considerando la plataforma en la cual esta este juego (Unity por lo que he leido en foros), no esperes algo extremadamente definido en cuestion de graficos pero definitivamente no te van a molestar.
Los controles del juego es en donde esta el mayor problema, la sensibilidad del mouse esta extremadamente lenta y si intentas subirle tiene un efecto de "motion blur" cuando giras a tu alrededor causandote un poco de cansancio en los ojos, esto es algo que definitivamente tienen que arreglar.
Por el momento tienen como 4 posiciones para la camara, el que mas me agrado fue el de 1ra persona sin embargo sientes que estas muy chaparro, el de 3ra persona no me agrado en lo absoluto ya que el mouse lo tienen desfazado hacia la derecha y sientes que estas caminando chueco.
Solamente hay 1 tipo de enemigos los cuales son unos bichos estilo "Tremors" los cuales dependiendo del color de su piel es la dificultad que tienen.
El sonido ni si quiera puedo juzgarlo por que se iba y venia como se le daba la gana, el juego esta en Alfa recuerden.

El juego se encuentra en la version (0.5a) muy lejos del beta y tiene solamente dos modalidades las cuales son "Fort Defense" y "Survival".
"Fort Defense" como su nombre lo indica, te manda a un desierto y te da recursos para construir tu fortaleza para defenderte de los bichos extraterrestres, es sencillo y blando. Los enemigos salen cada cierto tiempo y poco a poco
van aumentando en cantidad, los cuales tienes que matar antes de que destruyan tu base. Eso es todo lo que tiene esta modalidad.

"Survival" es en donde esta todo lo que llevan del juego, simplemente te avientan a un mundo al azar y puedes escavar o talar arboles hasta que se te acaben los dedos. Uno de los puntos fuertes y de los cuales me agrado muchisimo es la mecanica de excavacion, esta muy bien hecha y se siente fluido, miras como todo el terreno lo puedes moldear a tu gusto creando tuneles por donde tu quieras y excavando hasta lo mas fondo del planeta.
Lo que tambien me sorprendio fue el hecho de que pude encontrar equipos y planos para hacer nuevas estructuras caminando por ahi en el mundo, en una cueva desolada despues de haber caminado 10 minutos, es un detalle pequeño pero esto te demuestra que constantemente se esta creando el mundo y puede haber objetos y monstruos ocultos por donde sea.

Lamentablemente por más que quiera no puedo recomendar el juego en su estado actual, el concepto y las ideas las tienen muy bien y suena genial el juego, pero actualmente no esta jugable y te vas aburrir a la hora despues de haber recolectado recursos y matado al mismo enemigo una y otra vez.
El juego tiene MUCHO potencial, pero es todo lo que tiene ahorita, POTENCIAL.
Publicado: 23 diciembre 2013
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A 3 de 4 personas (75%) les ha sido útil este análisis
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ta bien falta que se complete todavia pero lo que hay esta increible
Publicado: 22 diciembre 2013
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A 3 de 4 personas (75%) les ha sido útil este análisis
231 productos en la cuenta
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Con mucho futuro
Publicado: 21 diciembre 2013
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A 3 de 6 personas (50%) les ha sido útil este análisis
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Un bluff, ni se os ocurra comprarlo (al menos de momento)
Publicado: 27 diciembre 2013
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